CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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_id a96f
id a96f
authors Clayton, M., Johnson, R., Song, Y and Al-Qawasmi, J.
year 1998
title Delivering Facility Documentation using Intranet Technology
source Digital Design Studios: Do Computers Make a Difference? [ACADIA Conference Proceedings / ISBN 1-880250-07-1] Québec City (Canada) October 22-25, 1998, pp. 240-253
doi https://doi.org/10.52842/conf.acadia.1998.240
summary Intranet technologies present new opportunities for delivering facility documentation for use in facility management. After the design stage, building documentation is reused to support construction and then facility operation. However, a common perception is that construction documents and as-built drawings are less than optimal for reuse to support operations. We have conducted a study of facility management processes and the information content of facility documentation in the context of information technologies that are emerging into the marketplace. The study provides guidance for facility managers who are implementing and fielding new information technology systems. A better understanding of information needs during operations may also help designers to better structure their own documents for reuse. An analysis of documents that are used throughout the life cycle of facilities has led us to a characterization of operations documents that are distinct from design drawings, record drawings or as-built drawings. From an analysis of facility management processes, we have identified different roles for facility documentation in those processes. Facility documentation may be used as a resource, as input, or as output. Furthermore, from interviews of facility management personnel, we identified facility information that was rated high in importance and low in satisfaction that might be targeted when implementing a facility information system. We prepared software demonstrations that show how the information may be extracted from drawings, entered into databases and then retrieved via Web and CAD interfaces. We suggest that operations documents consist of a variety of information types and require several kinds of information tools, including databases, CAD drawings and hypertext. Intranet technologies, databases and CAD software can be integrated to achieve facility management systems that address shortcomings in current facility management operations. In particular, intranet technologies provide improved accessibility to information for facility management customers and occasional users of the systems. Our study has produced recommendations based upon utility and ease-of-implementation for delivery of information from the design team to the owner, and among personnel during operation of the facility.

series ACADIA
email
last changed 2022/06/07 07:56

_id ddss9829
id ddss9829
authors De Hoog, J., Hendriks, N.A. and Rutten, P.G.S.
year 1998
title Evaluating Office Buildings with MOLCA(Model for Office Life Cycle Assessment)
source Timmermans, Harry (Ed.), Fourth Design and Decision Support Systems in Architecture and Urban Planning Maastricht, the Netherlands), ISBN 90-6814-081-7, July 26-29, 1998
summary MOLCA (Model for Office Life Cycle Assessment) is a project that aims to develop a tool that enables designers and builders to evaluate the environmental impact of their designs (of office buildings) from a environmental point of view. The model used is based on guidelinesgiven by ISO 14000, using the so-called Life Cycle Assessment (LCA) method. The MOLCA project started in 1997 and will be finished in 2001 resulting in the aforementioned tool. MOLCA is a module within broader research conducted at the Eindhoven University of Technology aiming to reduce design risks to a minimum in the early design stages.Since the MOLCA project started two major case-studies have been carried out. One into the difference in environmental load caused by using concrete and steel roof systems respectively and the role of recycling. The second study focused on biases in LCA data and how to handle them. For the simulations a computer-model named SimaPro was used, using the world-wide accepted method developed by CML (Centre for the Environment, Leiden, the Netherlands). With this model different life-cycle scenarios were studied and evaluated. Based on those two case studies and a third one into an office area, a first model has been developed.Bottle-neck in this field of study is estimating average recycling and re-use percentages of the total flow of material waste in the building sector and collecting reliable process data. Another problem within LCA studies is estimating the reliability of the input data and modelling uncertainties. All these topics will be subject of further analysis.
keywords Life-Cycle Assessment, Office Buildings, Uncertainties in LCA
series DDSS
last changed 2003/08/07 16:36

_id e35f
authors Monedero, Javier
year 1998
title The Role of the Architect in the Age of Automatic Reproduction
source Computerised Craftsmanship [eCAADe Conference Proceedings] Paris (France) 24-26 September 1998, pp. 158-163
doi https://doi.org/10.52842/conf.ecaade.1998.158
summary This paper is a general reflection on the relationship between computer architectural education and professional practice or, in other words, the social role of architects. This reflection is grounded on the experience of the author as director of a Master program on computerized architectural projects and as professor of two general school courses: one consisting on a theoretical review of computer applications in architecture, the other consisting on a practical development of modeling and visualization techniques. The main argument is that little attention is being given in recent publications and CAAD conferences to the actual role of architect in society and that a big gap is growing between what is currently taught in architectural schools and what happens in real life. This gap has as one pole what is loosely called the "star system" of famous architects that create singular buildings and that constitute the main reference of our architectural culture and, as another pole, the rigid laws of the market that dictate the types of most residential buildings. This lack of attention manifests itself in the unbalanced weight of papers on multimedia, historical modeling or visualization techniques and papers on housing or architectural current elements analysis. Some very interesting lines of research, perhaps distorted due to an insufficient analysis of the general notion of type in architecture, have been abandoned without much comment. The conclusion is that a discussion on this line would perhaps help to define better the distance between computer craftsmanship and architectural education.
series eCAADe
more http://www.paris-valdemarne.archi.fr/archive/ecaade98/html/33monedero/index.htm
last changed 2022/06/07 07:58

_id ga9811
id ga9811
authors Feuerstein, Penny L.
year 1998
title Collage, Technology, and Creative Process
source International Conference on Generative Art
summary Since the turn of the twentieth century artists have been using collage to suggest new realities and changing concepts of time. Appropriation and simulation can be found in the earliest recycled scraps in Cubist collages. Picasso and Braque liberated the art world with cubism, which integrated all planes and surfaces of the artists' subjects and combined them into a new, radical form. The computer is a natural extension of their work on collage. The identifying characteristics of the computer are integration, simultaneity and evolution which are inherent in collage. Further, the computer is about "converting information". There is something very facinating about scanning an object into the computer, creating a texture brush and drawing with the object's texture. It is as if the computer not only integrates information but different levels of awareness as well. In the act of converting the object from atoms to bits the object is portrayed at the same conscious level as the spiritual act of drawing. The speed and malleability of transforming an image on the computer can be compared to the speed and malleability of thought processes of the mind. David Salle said, "one of the impulses in new art is the desire to be a mutant, whether it involves artificial intelligence, gender or robotic parts. It is about the desire to get outside the self and the desire to trandscend one's place." I use the computer to transcend, to work in different levels of awareness at the same time - the spiritual and the physical. In the creative process of working with computer, many new images are generated from previous ones. An image can be processed in unlimited ways without degradation of information. There is no concept of original and copy. The computer alters the image and changes it back to its original in seconds. Each image is not a fixed object in time, but the result of dynamic aspects which are acquired from previous works and each new moment. In this way, using the computer to assist the mind in the creative processes of making art mirrors the changing concepts of time, space, and reality that have evolved as the twentieth century has progressed. Nineteenth-century concepts of the monolithic truth have been replaced with dualism and pluralism. In other words, the objective world independent of the observer, that assumes the mind is separate from the body, has been replaced with the mind and body as inseparable, connected to the objective world through our perception and awareness. Marshall Mcluhan said, "All media as extensions of ourselves serve to provide new transforming vision and awareness." The computer can bring such complexities and at the same time be very calming because it can be ultrafocused, promoting a higher level of awareness where life can be experienced more vividly. Nicholas Negroponte pointed out that "we are passing into a post information age, often having an audience of just one." By using the computer to juxtapose disparate elements, I create an impossible coherence, a hodgepodge of imagery not wholly illusory. Interestingly, what separates the elements also joins them. Clement Greenberg states that "the collage medium has played a pivotal role in twentieth century painting and sculpture"(1) Perspective, developed by the renaissance archetect Alberti, echoed the optically perceived world as reality was replaced with Cubism. Cubism brought about the destruction of the illusionist means and effects that had characterized Western painting since the fifteenth century.(2) Clement Greenberg describes the way in which physical and spiritual realities are combined in cubist collages. "By pasting a piece of newspaper lettering to the canvas one called attention to the physical reality of the work of art and made that reality the same as the art."(3) Before I discuss some of the concepts that relate collage to working with computer, I would like to define some of the theories behind them. The French word collage means pasting, or gluing. Today the concept may include all forms of composite art and processes of photomontage and assemblage. In the Foreword on Katherine Hoffman's book on Collage Kim Levin writes: "This technique - which takes bits and pieces out of context to patch them into new contexts keeps changeng, adapting to various styles and concerns. And it's perfectly apt that interpretations of collage have varied according to the intellectual inquiries of the time. From our vantage point near the end of the century we can now begin to see that collage has all along carried postmodern genes."(4) Computer, on the other hand is not another medium. It is a visual tool that may be used in the creative process. Patrick D. Prince's views are," Computer art is not concrete. There is no artifact in digital art. The images exist in the computer's memory and can be viewed on a monitor: they are pure visual information."(5) In this way it relates more to conceptual art such as performance art. Timothy Binkley explains that,"I believe we will find the concept of the computer as a medium to be more misleading than useful. Computer art will be better understood and more readily accepted by a skeptical artworld if we acknowledge how different it is from traditional tools. The computer is an extension of the mind, not of the hand or eye,and ,unlike cinema or photography, it does not simply add a new medium to the artist's repertoire, based on a new technology.(6) Conceptual art marked a watershed between the progress of modern art and the pluralism of postmodernism(7) " Once the art is comes out of the computer, it can take a variety of forms or be used with many different media. The artist does not have to write his/her own program to be creative with the computer. The work may have the thumbprint of a specific program, but the creative possibilities are up to the artist. Computer artist John Pearson feels that,"One cannot overlook the fact that no matter how technically interesting the artwork is it has to withstand analysis. Only the creative imagination of the artist, cultivated from a solid conceptual base and tempered by a sophisticsated visual sensitivity, can develop and resolve the problems of art."(8) The artist has to be even more focused and selective by using the computer in the creative process because of the multitude of options it creates and its generative qualities.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id f448
authors Hermann, M., Kohler, N., Koenig, H. and Luetzkendorf, T.
year 1998
title CAAD System with Integrated Quantity Surveying, Energy Calculation, and LCA
source Proceedings: Green Building Challenge 98, Vancouver, Canada. Vol. 2, 68 - 75
summary In the framework of the German LEGOE project, an integrated tool is developed for computer aided architectural design (CAAD), quantity surveying (catalogue of building elements), life cycle cost calculation and estimation (construction and refurbishment), direct energy consumption (heating, hot-water, electri-city) and environmental impact assessment (mass flows and effect oriented evaluation). During the design process the architect works in his usual CAAD environment with building elements (e.g. one m2 of outer wall) which in turn are composed of detailed construction specifications, energy and mass flow coefficients and cost data. These elements are part of an independent catalogue of elements with all their relevant data. The different application programs use the same basic data and write the specific results into a project-specific database called a PDB which allows the comparison of these data to reference data from other projects. Evaluation and visualisation programs refer to the PDB only.
series other
last changed 2003/04/23 15:50

_id ga9809
id ga9809
authors Kälviäinen, Mirja
year 1998
title The ideological basis of generative expression in design
source International Conference on Generative Art
summary This paper will discuss issues concerning the design ideology supporting the use and development of generative design. This design ideology is based on the unique qualities of craft production and on the forms or ideas from nature or the natural characteristics of materials. The main ideology presented here is the ideology of the 1980´s art craft production in Finland. It is connected with the general Finnish design ideology and with the design ideology of other western countries. The ideology for these professions is based on the common background of design principles stated in 19th century England. The early principles developed through the Arts and Crafts tradition which had a great impact on design thinking in Europe and in the United States. The strong continuity of this design ideology from 19th century England to the present computerized age can be detected. The application of these design principles through different eras shows the difference in the interpretations and in the permission of natural decorative forms. The ideology of the 1980ïs art craft in Finland supports the ideas and fulfilment of generative design in many ways. The reasons often given as the basis for making generative design with computers are in very many respects the same as the ideology for art craft. In Finland there is a strong connection between art craft and design ideology. The characteristics of craft have often been seen as the basis for industrial design skills. The main themes in the ideology of the 1980´s art craft in Finland can be compared to the ideas of generative design. The main issues in which the generative approach reflects a distinctive ideological thinking are: Way of Life: The work is the communication of the maker´s inner ideas. The concrete relationship with the environment, personality, uniqueness, communication, visionary qualities, development and growth of the maker are important. The experiments serve as a media for learning. Taste and Aesthetic Education: The real love affair is created by the non living object with the help of memories and thought. At their best objects create the basis in their stability and communication for durable human relationships. People have warm relationships especially with handmade products in which they can detect unique qualities and the feeling that the product has been made solely for them. Counter-culture: The aim of the work is to produce alternatives for technoburocracy and mechanical production and to bring subjective and unique experiences into the customerïs monotonious life. This ideology rejects the usual standardized mass production of our times. Mythical character: There is a metamorphosis in the birth of the product. In many ways the design process is about birth and growth. The creative process is a development story of the maker. The complexity of communication is the expression of the moments that have been lived. If you can sense the process of making in the product it makes it more real and nearer to life. Each piece of wood has its own beauty. Before you can work with it you must find the deep soul of its quality. The distinctive traits of the material, technique and the object are an essential part of the metamorphosis which brings the product into life. The form is not only for formïs sake but for other purposes, too. You cannot find loose forms in nature. Products have their beginnings in the material and are a part of the nature. This art craft ideology that supports the ideas of generative design can be applied either to the hand made crafts production or to the production exploiting new technology. The unique characteristics of craft and the expression of the material based development are a way to broaden the expression and forms of industrial products. However, for a crafts person it is not meaningful to fill the world with objects. In generative, computer based production this is possible. But maybe the production of unique pieces is still slower and makes the industrial production in that sense more ecological. People will be more attached to personal and unique objects, and thus the life cycle of the objects produced will be longer.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 14fb
authors Tah, J.H.M., Howes, R. and Losifidis, P.
year 1998
title Information Modelling and Sharing in the CO-CIS Project
source The Int. Journal of Construction IT 6(2), pp. 67-85
summary Complex information structures are generated and exchanged during the life cycle of large projects. The key to realising improved collaboration amongst the several disciplines involved is in the integration of such structures. Object-orientation has emerged as an appropriate approach for handling the complexity inherent in construction domains. This paper presents a pure object-oriented Integrated Building Project Model (IBPM). The model is a definition of objects and relationships that pertain to the three different construction-related disciplines of architecture, structural engineering and project management. It provides the basis by which software applications can share objects and a means of achieving integration. From the IBPM, the notion of Intelligent Object Classes (IOCs) is introduced, leading to the COllaborative Construction Integrated System (CO-CIS), the development of which is described in terms of its generic conceptual architecture. The exploitation of the architecture in a prototype implementation of the IBPM and IOCs is demonstrated by the generation of construction schedules through the integration of CAD and project management packages.
series journal paper
last changed 2003/05/15 21:45

_id 9480
authors Kan, J.W.T., Chow, B.K.M. and Tsou, J.-Y.
year 1999
title Visual Impact Evaluation of Electricity Substation Architecture
source CAADRIA '99 [Proceedings of The Fourth Conference on Computer Aided Architectural Design Research in Asia / ISBN 7-5439-1233-3] Shanghai (China) 5-7 May 1999, pp. 81-87
doi https://doi.org/10.52842/conf.caadria.1999.081
summary This paper presents a case study of the application of computer techniques for design communication and visual impact analysis. We were sponsored by China Light & Power Company Ltd. To simulate the design of a proposed electricity substation and its it is setting in a residential neighborhood. During a five-week intensive study, we took nearly one thousand photographs of the existing site. We also created a three-dimensional CAD model of the proposed substation, and produced perspectives from points of view analogous to the photographs. We applied Apple Quicktime VR technology to document the site environment with 360-degree panoramas. We then montaged the computer-generated panoramas with those taken from the real environment. A navigable virtual environment, architectural animation and set of still images were presented to the public in September 1998. The reactions from the regional council members and local residents nearby were recorded to provide evidence to measure the effectiveness of digital architectural design communication.
series CAADRIA
email
last changed 2022/06/07 07:52

_id ga9815
id ga9815
authors Annunziato, M.
year 1998
title The Nagual Experiment
source International Conference on Generative Art
summary This paper refers to an experiment about the use of artificial life structures in order to simulate/evocate natural or artificial patterns. These patterns are the effect of the self-organisation of a population of individuals during their process of development and growth. Although the local dynamics and interactions have a chaotic (partially random) behaviour, the global dynamics of the population produces interesting and well structured patterns. The graphic images generated with these procedures show a wide variety of structures in terms of life (growth) simulations and graphic geometries.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id e6ca
authors Curry, Michael
year 1998
title Digital Places: Living With Geographic Information Technologies
source N.Y.: Routledge
summary The last twenty-five years have seen major changes in the nature and scope of geographical information. This has happened in one way in society at large, where computers, satellites and global positioning systems have made geographical information more extensive, more detailed and more available. It has happened in another way within the university, where rapidly evolving geographic information systems have been touted as tools useful in a wide range of disciplines, tools that will resolve problems as different as the nature of global climate change and the routing of mail. In both settings the move from manual to computer-based systems is viewed as having a natural trajectory, from less powerful to more powerful technologies. These systems are held to be increasingly able to model and represent all that is important in geographical knowledge and behaviour. They are seen as fitting into and supporting traditional scientific and social practices and institutions. Digital Places: Living with Geographic Information Technologies shows that on each score the systems have been misunderstood and their impacts underestimated. By offering an understanding of Geographic Information Systems within the social, economic, legal, political and ethical contexts within which they exist, the author shows that there are substantial limits to their ability to represent the very objects and relationships, people and places, that many believe to be most important. Focusing on the ramifications of GIS usage, Digital Places shows that they are associated with far-reaching changes in the institutions in which they exist, and in the lives of those they touch. In the end they call for a complete rethinking of basic ideas, like privacy and intellectual property and the nature of scientific practice, that have underpinned public life for the last one hundred years.
series other
last changed 2003/04/23 15:14

_id 0280
authors Geva, Anat
year 2000
title New Media in Teaching and Learning History of Building Technology
source ACADIA Quarterly, vol. 19, no. 4, pp. 5-8
doi https://doi.org/10.52842/conf.acadia.2000.005
summary Numerous scholars in the field of education established that relevance is one of the important instructional components that influence students’ interest and motivation to learn (Bergin, 1999; Frymier and Shulman, 1995; Schumm and Saumell, 1995). Relevance can be achieved by juxtaposing personal experiences with professional scientific principles (Pigford, 1995; Blanton, 1998). In addition to the relevancy of a course substance Blanton (1998) recommends that instructors should introduce the material in an organized system that is relevant to the learner’s life.
series ACADIA
email
last changed 2022/06/07 07:50

_id 0272
authors Kokosalakis, Jen
year 1998
title Remote File Sharing for Community-led Local Agenda 21 Sustainability with Internet, Intranets and VideoConferencing
source Computerised Craftsmanship [eCAADe Conference Proceedings] Paris (France) 24-26 September 1998, pp. 116-122
doi https://doi.org/10.52842/conf.ecaade.1998.116
summary This paper considers new opportunities for ease of remote file sharing through the Internet, Intranets and VideoConferencing, as facilitating opportunities for informed consumer intervention and greater accountability of the design. A remote file sharing experiment, [through a VideoConference link], of a 3D CAD estate model, collaboratively developed with a local resident?s association, is discussed. A different example looks at use of the Internet route by a small practice in the North West, developing QuickTime and QuickTimeVirtual Reality files for remote distribution and collaboration. The value of the full building object-orientated, data based model, [incorporating all related data and decisions from conception, client participation, project and facilities and life time management], is seen to offer an excellent vehicle for illustrating, negotiating and recording decisions. New international CAD standards for remote transfer and file sharing bring ease of use into the arena. Associated peripherals for remote file sharing through both Internet and video/teleconferencing, point to a transformation in the way we collaborate in the future. Signs from a broad band of businesses indicate that there is a clear understanding [in some circles] of the potential and the specific orientation of Web targeting, people-networking and dialogue. The key change is that those who understand this, build on the particular opportunity to contact and relate with any community of interest and to develop dialogue in a deeper, closer manner. So, we can see a strange phenomenon that the remoteness can actually bring a closeness of a new kind, as communities explore common interests. The paper considers how this may be the key to involving thousands of residents in a well-recorded dialogue, so bringing improved opportunities for meeting European standards in public accountability and community involvement in the development of Local Agenda 21 sustainability strategies.
series eCAADe
email
more http://www.paris-valdemarne.archi.fr/archive/ecaade98/html/39kokosalakis/index.htm
last changed 2022/06/07 07:51

_id b796
authors Krishnamurthy, B.K., Tserng, H.-P., Schmitt, R.L., Russell, J.S., Bahia, H.U. and Hanna, A.S.
year 1998
title AutoPave: towards an automated paving system for asphalt pavement compaction operations
source Automation in Construction 8 (2) (1998) pp. 165-180
summary Asphalt pavement density from roller compaction is a crucial factor in ensuring satisfactory pavement performance. Proper and uniform compaction of the pavement mat is essential in achieving the desired final compacted density. There is a necessity to investigate existing pavement construction practices, and provide more cost-effective modifications to the current scenario. Automation of the paving operation can increase the efficiency and quality of the operation, lead to reductions in overall project costs and time, and enhance pavement life. A system can be developed through algorithmic planning and real-time guidance strategies, and the development of a semi-automated path-planning and real-time guidance system that aims towards automating the paving operation. This system accepts relevant paving project inputs, generates appropriate path plans for the compactor, performs a graphical visualization of the generated path plan, and offers real-time guidance capabilities using Global Positioning Systems (GPS) technology. This system, named AUTOPAVE (v1.0), was developed in Microsoft Visual Basic™ programming language and offers a user-friendly and interactive graphical interface. The proposed new system will incorporate state-of-the-art GPS technology to standardize paving operations that are more amenable to rigorous quality control, and can result in considerable reductions in cost and time involved in asphalt pavement construction projects. This system was tested on several actual paving projects, and many operational issues related to the functioning of the system were successfully overcome.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 8b37
authors Massie, T.
year 1998
title A Tangible Goal for 3D Modeling
source IEEE Computer Graphics and Applications. pp. 62 - 65. Vol. 18, Issue: 3
summary Although the speed of computers increases exponentially, the amount and quality of useful work that we perform on them seems to increase linearly at best. Faster processors are not enough-to significantly increase the utility of computers requires new computer interfaces. The keyboard was adequate for text-based applications, but the advent of the desktop metaphor and windows computing environment demanded a new mechanical interface-the mouse. As we progress into applications that incorporate interactive life-like 3D computer graphics, the mouse falls short as a user interface device, and it becomes obvious that 3D computer graphics could achieve much more with a more intuitive user interface mechanism. Haptic interfaces, or forcefeedback devices, promise to increase the quality of humancomputer interaction by accommodating our sense of touch. Of all the senses, only touch is bidirectional-allowing us to perceive and change objects simultaneously in the same location. Because the sense of touch is so compelling, researchers have studied it for some time.1,2 (Refer to the annual proceedings of the Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems, published by the American Society of Mechanical Engineers, New York.) Various commercial devices are now available that can accommodate1 even seven degrees of freedom. I used the three degrees-of-freedom Phantom haptic interface for most of the interactions described in this article. Users interact with the Phantom interface with their finger in a thimble or by holding a stylus
series journal paper
last changed 2003/04/23 15:50

_id 6b49
authors McMahon, C. and Browne, J.
year 1998
title CADCAM: Principles, Practice and Manufacturing Management
source 2nd ed. Reading, Massachusetts: Addison-Wesley
summary The application of computers to the product design and manufacturing process, known as CADCAM, is a successful and important technology which integrates the traditionally separate disciplines of Design and Manufacture. Presenting an ideal mix of theory, practice, and analysis along with real-life applications, this book offers an accessible introduction to CADCAM.
series other
last changed 2003/04/23 15:14

_id 4b60
authors Mortola, E., Giangrande, A., Mirabelli, P. and Fortuzzi, A.
year 1998
title Introducing Hypermedia Tools in Community Planning and Design
source Computerised Craftsmanship [eCAADe Conference Proceedings] Paris (France) 24-26 September 1998, pp. 172-177
doi https://doi.org/10.52842/conf.ecaade.1998.172
summary IT in Europe tends to become a passive reflection of American commercial interests instead of a mean of the production of European culture and society. A change of paradigm is needed from the passive, what we "can" do, towards the active way, what we want to do, deciding what is good and bad, to give an answer to needs and wishes of the society we are building. In the late years the research and teaching activity of CAAD Laboratory at DiPSA concentrate on sustainable planning, community planning and interactive design, developing computer based tools aimed at aiding the process and improving its effectiveness. The research work has been going on rapidly and successfully (some CDs and web sites were edited) but coming at real-life application we faced completely different problems and needed a completely different approach. We were not free anymore to run with "advanced" technology following a vision of the future thus avoiding any form of verification, but we found ourselves obliged to evaluate the present utility of the technology used. This caused a dramatic shift of focus from the technology itself to people who could take advantage of it and the target to reach. In other words working not to create gaps between people who can buy the latest equipment and knows how to use it and people who cannot. Our intention was to increase social participation not reduce it, by selecting people to be involved in building the environment. This meant not only lowering "technological le
series eCAADe
email
more http://www.paris-valdemarne.archi.fr/archive/ecaade98/html/34mortola/index.htm
last changed 2022/06/07 07:58

_id aa19
authors Rosenfeld, Y. and Shapira, A.
year 1998
title Automation of existing tower cranes: economic and technological feasibility
source Automation in Construction 7 (4) (1998) pp. 285-298
summary Tower cranes enjoy a long useful working life. Therefore, a vast population of cranes are still in use today that do not feature the advanced automation and sensor technologies such as those with which some of the new models are equipped. This paper examines the technological and economic feasibility of retrofitting existing tower cranes with semi-automatic devices for motion control. The proposed improvements are intended to enhance the cranes' efficiency and their capacity to meet the challenges of today's tightly scheduled construction projects. Based on work studies and analyses of craning cycles, the concept offered by the proposed improvements distinguishes between the long-distance navigation of the crane's hook and the fine maneuvering in the loading and unloading zones. The expected economic benefits resulting from the enhancement of the crane's performance, with regard to both types of motion, far exceed the cost of installing the various devices.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:23

_id 6311
authors Rychter, Zenon
year 1998
title Event Driven Turtle as Pattern Generator
source Cyber-Real Design [Conference Proceedings / ISBN 83-905377-2-9] Bialystock (Poland), 23-25 April 1998, pp. 163-176
summary Computer programming is a powerful exploratory design tool. A simple algorithm can produce results of unexpected complexity, variety, and appeal. By mimicking evolution in nature, rich global states are gradually developed over time by iteration of elementary local rules. Fractal images and life-game simulations are two well known examples. This paper presents a pattern-generating application based on the walking turtle metaphor. The turtle has an intelligence of its own, can be randomly disturbed or directed interactively by the user. Several snapshots are shown of amazingly diverse patterns left by the turtle walking in various modes. Advantages of object-oriented visual programming environments for rapid application development are discussed.
series plCAD
last changed 1999/04/08 17:16

_id ga9801
id ga9801
authors Soddu, Celestino
year 1998
title Argenia, a Natural Generative Design
source International Conference on Generative Art
summary Leon Battista Alberti defines the Beauty of Architecture "a concert of all the parts together, performed with proportion and logic in something in which it is possible to find again each event, in a modality that will not allow the inserting, extracting out or changing anything without decreasing its Beauty". With generative art we can approach, directly, this complex paradigm of proportions and logic, and we can directly design the Beauty, or better our idea of beauty, before the realization of each single possible artificial event. This is the heart of generative approach. The Generative Art work for the beauty, in the sense of the humanistic approach of Renaissance, because the generative code, which is the project of generative design, is the real structure of the idea. It defines how to concert all the parts and the dynamic relationship among these parts in the evolution of complexity. The generative project defines which is the law of proportion and which logic the dynamic evolution will follow. All the events that this code can generate will be, in humanistic sense, beautiful, or, if we prefer, will belong and represent our Idea of world. And more. The generative art produces events that are unique and complex. The uniqueness and complexity are strongly related one each other. As in Nature, each event is generated through an artificial life, which, as in the natural life, produces uniqueness, identity and complexity during a identifiable time. This complexity is a natural-like complexity. We can recognise, in the artificial ware we produce through this generative approach, the harmony and the beauty of the natural-like complexity that refers to the Humanistic approach of Renaissance: Man, Geometry, and Nature as references for "the harmony which is not thought as an individual caprice but as conscious reasoning." (L.B.Alberti, De re aedificatoria).
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 94ea
authors Youngblut, C.
year 1998
title Educational Uses of Virtual Reality Technology
source Institute for Defence Analyses, Washington 1998
summary Educating current and future generations of American children to live in an information society is a critical issue. It is compounded by the recognized need to provide life-long education for all citizens and to support a flexible workforce. Virtual reality (VR) technology has been widely proposed as a major technological advance that can offer significant support for such education. There are several ways in which VR technology is expected to facilitate learning. One of its unique capabilities is the ability to allow students to visualize abstract concepts, to observe events at atomic or planetary scales, and to visit environments and interact with events that distance, time, or safety factors make unavailable. The types of activities supported by this capability facilitate current educational thinking that students are better able to master, retain, and generalize new knowledge when they are actively involved in constructing that knowledge in a learning-by-doing situation. The potential of VR technology for supporting education is widely recognized. Several programs designed to introduce large numbers of students and teachers to the technology have been established, a number of academic institutions have developed research programs to investigate key issues, and some public schools are evaluating the technology.
series other
last changed 2003/04/23 15:50

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